I'm running into the problem that my UVs (in the form of vertex attributes) are not being brought over properly into max. What I get is disconnected polygons in the UV channel, which I have to re-weld using a small radius. I'm basically running into the same problem as is described in the thread here: https://www.sidefx.com/forum/topic/55014/ [www.sidefx.com]. The vertex split method works but it's obviously not what I want and just shifts the problem into a different area.
I did read in a different thread that fbx export corrects for that, so it would be great if this could be done with the the houdini engine for max too .